As I stated - this if my first draft - please help give suggestions and feedback - its always welcomed!
First of let me start off by saying that the tactic of jump sniping is not wrong – that it is a valid tactics - but just something that I have noticed become a bit of a problem over the past few weeks as it has become more and more common. I know that I personally have been having issues with matchmaking getting numerous teams of jump snipers which at the current meta the only way to truly counter is to pop-tart yourself resulting in long 10+ minute tunnel vision sniping wars. Again – there is nothing wrong with Jump sniping – but I feel that there is just too many things at the moment that make jump sniping almost essential if you want to play.
I have talked and had discussion with a few good gentlemen from KONG and Reddit before posting here – got a bit of info and suggestions and now I wish to present it to you folks at MWO forums to get your opinion on the matter.
First suggestions – Physical reticle shake
I think that this has been the most suggested and agreed upon opinion on how to make jump sniping more skill based and balanced. What this means is that when you launch off with your jump jets your weapons reticle shakes until a certain point – most likely the pause in the jump for a small second – before shaking again in the freefall downwards. There is also the fact that this has to be a physical shake – meaning that the ridicule shake is not purely cosmetic due to players just sticking a dot on the screen to know where the shot will hit – something that actually affects the convergence of the shot. This will also give LRM’s and locking missiles a new role on the battlefield as once you get the lock – you can jump and still fire the salvo and not really feel the effects of the shake.
This also can have some canon ties to it since we know that when you jump jet in the novels and lore that the pilot is slammed into the command couch – meaning that it will be harder for them to accurately get the perfect shot off – not to mention that with the LRMs a good many of the TRO’s show a lot of mechs using jump jets to launch missiles over obstacles.
Secondly – heat adjustments to Jump Jets
I think that by increasing the heat on jump jets would also help with the issue of jump sniping. How hold on – before you freak out hear me out. What I am proposing is an increase in stages – what I mean is that with a combination of weight and number of jump jets = more heat. What I would suggest is that you split the jump jets into different heat categories based on the weight class – what I mean is this:
Because light mech jump jets are lighter (at .5 tons each) they would produce less heat then the Assault mech jump jets (at 2 tons each) because it would require more thrust to lift the mech off the ground. This system combined with the more jump jets you have attached (1 JJ would be less heat then running 4/5 jump jets) would help allow for build flexibility while also allowing balance.
Review:
Light mechs would have essentially little heat to JJ’s
Mediums = Current heat
Heavies = A bit more heat
Assaults = a bit more heat than Heavies
More JJ’s attached = slightly more heat
What this means is that jump sniping assaults would have a bit more heat applied to them – resulting in more heat balanced assault mechs and less sniper boat builds – I am not saying that jump sniping would become totally invalid but rather put more pressure heat consciousness on the pilots which could mean that they could shut down easier – allowing for people to either override more often or be immobile for a small time – which could allow for the enemy pinned down by jump snipers to have an opportunity to advance forward or move to a flank and not just continue to stand in cover to be pinned down for long periods of time.
Modules
With this addition of ridicule shake you could also have a module set added that would reduce ridicule shake and even a pilot skill to reduce heat produced by jump jets.
Conclusion
So in conclusion – I think these changes would make be a good way to reduce the massive amount of jump sniping currently in the game and makes jump sniping much more skill based.
Thank you for reading.
Thoughts – opinions?
Edit:
Remember: Feedback is always welcomed. So far what I am seeing from comments matches up with my talks on Reddit and with Kong about how shake would be the best route and people are a bit hesitant (and rightfully so) on heat increases on larger jump jets.
I do enjoy what some people from the community have suggested and thought I would share them for people to discuss:
1. Make chance of falling a variable if you do not thrust to soften the landing (once collisions are placed back into the game) - will reduce the height which the player can go - risk/reward type system - do you jump higher to get the better shot and risk falling down and being immobile for a period of time?
2. Make JJ's fuel take longer to recharge for the heavier mechs -
Meaning Lights have faster JJ recharge then say a Highlander. This would be almost a play balance like I suggested with the heat increase but without the heat where Light & medium mechs would have little to no impact as we currently see while heavies and assaults would have more time on the ground behind cover before they could pop back up.
3. Make JJ's more of a instant pop - I.E big thrust and fast launch into the air - some hang time - then fall back down. Makes the time to acquire and line up a target harder to do but still able to do - this + ridicule shake would mean there would be a "gold" time at the arch/peak of the jump where you could hit the target no problem - but on the way up and way down would be harder.
4. Make the Jump Jets arch - meaning not straight up or down but rather forward a slight bit - shifting the jump jets to more of a movability helper then as something else.
Edited by Cattra Kell, 24 April 2013 - 12:35 PM.